Controlling player-to-player commerce in video game environment

ABSTRACT

Players of a video game can enter contracts and engage in various simple or complex financial transactions employing credit systems such as credit cards, other financial instruments and other mechanisms to facilitate the enforcement of such contracts. Default on agreements by players or player characters can result in financial penalties which the video game system can apply.

This application is a continuation-in-part of each of the following U.S.patent applications, and each of the following applications isincorporated herein by reference:

U.S. patent application Ser. No. 11/355,232, entitled “Online GameEnvironment that Facilitates Binding Contracts between Players,” filedFeb. 14, 2006;

U.S. patent application Ser. No. 11/380,489, entitled “Multiple PurchaseOptions for Virtual Purchases”, filed Apr. 27, 2006;

U.S. patent application Ser. No. 11/560,456, entitled “Exchanges in aVirtual Environment”, filed Nov. 16, 2006;

U.S. patent application Ser. No. 11/368,143, entitled “Video GameMethods and Systems”, filed Mar. 3, 2006;

U.S. patent application Ser. No. 11/279,991, entitled “Securing VirtualContracts with Credit”, filed Apr. 17, 2006;

U.S. patent application Ser. No. 11/620,542, entitled “Satisfaction offinancial obligations in a virtual environment via virtual and realworld currency”, filed Jan. 5, 2007;

U.S. patent application Ser. No. 12/750,651, entitled “Software-BasedCommerce Engine Deployed In Video Game Environment”, filed Mar. 30,2010; and

U.S. patent application Ser. No. 11/428,263, entitled “Video GameEnvironment” filed Jun. 30, 2006.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a system according to one embodiment of thepresent invention.

FIG. 2 is a flow chart showing an exemplary embodiment according to thepresent disclosure.

DETAILED DESCRIPTION

Unless stated to the contrary, for the purposes of the presentdisclosure, the following terms shall have the following definitions:

Billing Information—shall mean any information pertaining to billing aplayer including a billing address, credit card account, bank account,pay pal account or other payment information.

Character—shall mean a persona created by a player in a video game.

Character Account—shall mean an account that tracks characterattributes.

Character Attribute—shall mean any quality, trait, feature orcharacteristic a particular Character can have that is stored in thecorresponding Character Account. Character Attributes shall include, butnot be limited to: A character score A virtual object The physicalappearance of a character An emblem or mark A synthetic voice Virtualmoney Virtual help points or credits The ability to join groups of otherplayers at a later time A score for subsequent matching of later gameparameters A relationship with another character A genetic profile ormakeup

Character Life—shall mean a fixed period of virtual or real world timethat a player character can exist in a game environment.

Character Skills—shall mean game attributes inherent or acquired by aplayer character during game play such as, but not limited to: theability to cast certain spells, foretell the future, read minds, usecertain weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

Computer Generated Character—shall mean any character that is generatedby the system rather than being another player character.

Game Parameter—shall mean any part of a Video Game by which characterscan be measured. Game Parameters shall include, but not be limited to:Completing all or part of a mission Playing for a certain period of timeWinning a match against another player character or computer generatedcharacter Reaching a certain level or score using or obtaining anability or technology kill/death ratios obtaining an object solving apuzzle accuracy with weapons effective use of the proper weapon killinga certain character/creature getting through or to a certain geographicarea decreasing or increasing Karma Points getting, buying, exchangingor learning a new skill or player attribute having a child gettingmarried obtaining, buying, trading, producing or developing rawmaterials producing goods or services earning income earning a higherrank in an army winning an election among two or more player charactersachieving deity status improving player character status or casteassisting other player characters with any of the above speed ofaccomplishing any of the above

In-game Marketplace—shall mean a virtual environment where Characterscan exchange Attributes.

Massive Multi Player Online Video Game—Shall mean a Video Game that isplayed using either a network of a Video Game Central Server and atleast two Video Game Consuls or a peer-to-peer network of at least twoVideo Game Consuls. Players create Characters that may interact witheach other in a Video Game Environment that is stored on the Video GameCentral Server and the Video Game Consuls.

Novice Player—Shall mean a player that is flagged as requiring the helpof an expert to complete a Game Parameter.

NPC—(non player character) a computer generated character in the game

Player—shall mean an individual who can register an account with a VideoGame Central Server or within a peer-to-peer network and createCharacters that can interact with other Characters in a Video GameEnvironment.

Player Account—Shall mean an account on the Video Game Central Server orwithin a peer-to-peer network that contains a Player profile includingpersonal, billing, and character account information.

Player Attribute—shall mean any attribute that can be applied to aplayer account. Player Attributes shall include, but not be limited to:Real Money Discount of monthly fees for playing game Monthly fee forplaying a game Global character attribute settings for all characterscreated by player across multiple games. Rewards for encouraging anotherplayer to signup to play

Player to Player Contract—shall mean a virtual but binding contractbetween player characters that allows the players to provide or exchangegame attributes to one another. Once a player-to-player contract isestablished, the game server or peer-to-peer network automaticallydistributes acquired game attributes between the player characters basedon the contract conditions.

Video Game—shall mean a game played on a Video Game Consul that may ormay not be networked to a Video Game Central Server or within apeer-to-peer network.

Video Game Consul—shall mean a device comprising a CPU, memory andoptional permanent storage residing at a player location that can allowfor the playing of video games. Examples include, home PCs, MicrosoftXbox, and Sony Playstation.

Video Game Central Server—shall mean a CPU, memory and permanent ortemporary storage that is connected to multiple Video Game Consuls thatallows for Massive Multi Player Online Video Games to be played.

Video Game Environment—Shall mean a virtual video game world that isstored on the combination of the Video Game Central Server and VideoGame Consuls where Characters interact and games are played.

Credit Card—a credit instrument issued by a real world institution to aplayer that allows the player to make purchases by providing an accountidentifier (e.g. a credit card number) rather than cash or othercurrency. An example is a credit card like those issued by Visa,Mastercard, or American Express. For the purposes of the presentdisclosure, the term “Credit card” is intended in a very broad sense andis not limited to those situations in which a player's purchases aremade on credit (i.e. where payments for those purchases is not due untila later time) but also includes financial instruments such as debitcards, check cards, and the like.

Real Cash Value—the value in real dollars of the obligation. This valuecan be determined by multiplying the financial obligation value by thethen published exchange rate to real dollars.

Game Environment—an online game such as World of Warcraft or a virtualcommunity such as Second Life.

Total virtual obligation amount—the total amount of virtual financialobligations associated with a player character account.

Virtual Contract—An enforceable agreement between a player character andeither another player character or a game server. Some examples ofvirtual contracts are provided in U.S. Provisional Patent ApplicationSer. No. 60/652,036, which is hereby incorporated by reference in itsentirety for all purposes.

Virtual—shall mean in a game environment or other intangible space.Virtual Environment—an online game such as World of Warcraft or avirtual community such as Second Life.

Virtual Creditor—shall mean a first player character who is owed avirtual obligation by a second player character.

Virtual Financial Obligation—An agreement by a player character orentity to pay one or more game attributes to another player character,entity or the game server. This obligation can be a one time payment, ormultiple payments over time. The obligation can specify that paymentsare due on virtual or real dates.

Virtual Financial Obligation Value—the in game value of the obligation.For virtual cash the value is stated as a virtual cash amount. For othergame attributes, the value can be determined by generating a virtualcash market value for the item based on the current value in an onlinemarketplace or exchange. The value of the obligation can also be set asa condition of the player contract.

The following sections I-X provide a guide to interpreting the presentapplication.

I. TERMS

The term “product” means a machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means a process, algorithm, method or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere description of a process, or in the mere recitation of the term‘process’ or a like term. Accordingly, any reference in a claim to a‘step’ or ‘steps’ of a process has sufficient antecedent basis.

The term “invention” and the like mean “the one or more inventionsdisclosed in this application”, unless expressly specified otherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe invention”, unless expressly specified otherwise. Two or moredescribed embodiments may or may not be mutually exclusive. The merefact that two embodiments are described, or that two embodiments aredescribed in proximity to each other or in conjunction with each other,does not imply that the two embodiments are mutually exclusive. Adescribed embodiment may or may not be strictly narrower than andencompassed by another described embodiment. The mere fact that twoembodiments are described, or that two embodiments are described inproximity to each other or in conjunction with each other, does notimply that one of the embodiments is strictly narrower than andencompassed by the other embodiment.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise. Similarly, the merefact that two (or more) embodiments are referenced does not imply thatthose embodiments are mutually exclusive.

One embodiment of the invention may cover or embrace more than one otherembodiment of the invention. For example, a first embodiment comprisingelements a, b, and c may cover a second embodiment that compriseselements a, b, c, and d as well as a third embodiment covering elementsa, b, c, and e. Similarly, each of the first, second, and thirdembodiments would cover a fourth embodiment comprising elements a, b, c,d, and e.

The terms “including”, “comprising” and variations thereof mean“including but not necessarily limited to”, unless expressly specifiedotherwise. Thus, for example, the sentence “the machine includes a redwidget and a blue widget” means the machine includes the red widget andthe blue widget, but may possibly include one or more other items aswell as another example, the sentence “Examples of machines include acomputer and a motor” means that one example of a machine is a computer,another example of a machine is a motor, and there may be other examples(e.g., things that are neither computers nor motors may nevertheless bea machine)

The term “consisting of and variations thereof mean “including and alsolimited to”, unless expressly specified otherwise. Thus, for example,the sentence “the machine consists of a red widget and a blue widget”means the machine includes the red widget and the blue widget, but doesnot include anything else.

The term “compose” and variations thereof mean “to make up theconstituent parts of, component of or member of”, unless expresslyspecified otherwise. Thus, for example, the sentence “the red widget andthe blue widget compose a machine” means the machine includes the redwidget and the blue widget.

The term “exclusively compose” and variations thereof mean “to make upexclusively the constituent parts of, to be the only components of, orto be the only members of”, unless expressly specified otherwise. Thus,for example, the sentence “the red widget and the blue widgetexclusively compose a machine” means the machine consists of the redwidget and the blue widget (i.e. and nothing else).

The indefinite articles “a” and “an” and the definite article “the”refer to “one or more” of the noun modified by that article, unlessexpressly specified otherwise. Thus, for example, the phrase “a widget”means one or more widgets, unless expressly specified otherwise.Similarly, after reciting the phrase “a widget”, a subsequent recitationof the phrase “the widget” means “the one or more widgets”. Accordingly,it should be understood that the word “the” may also refer to a specificterm having antecedent basis. For example, if a paragraph mentions “aspecific single feature” and then refers to “the specific singlefeature,” then the word “the” should be understood to refer to thepreviously mentioned “a specific single feature.”

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

A “set” of things (e.g., a set of widgets) may include one or more ofthose things (e.g., one or more widgets), which are members of the set.Whether the set includes a particular item as a member is synonymouswith whether a set includes the particular item.

A “subset” of things (e.g., a subset of widgets) may include one or moreof those things. A subset does not imply that there must be in thesubset fewer things than in some other set of things. A subset of aparticular set may include some or all of the members of the set.

A reference to a “plurality” (and like terms such as “at least one”,“one or more”, “set” and the like) has inherent antecedent basis for the“number” of things included in the plurality (or in the set, etc.). Forexample, in the phrase “receiving a plurality of commands”, there isinherent antecedent basis for “the number of commands”. For example, inthe phrase “receiving a set of commands”, there is inherent antecedentbasis for “the number of commands”.

The term “herein” means “in the present application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of” is equivalent to “one or more of”, and wheneither such phrase modifies a plurality of things (such as an enumeratedlist of things), such phrase means any combination of one or more ofthose things, unless expressly specified otherwise. For example, thephrase “at least one of a widget, a car and a wheel” means either (i) awidget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widgetand a wheel, (vi) a car and a wheel, or (vii) a widget, a car and awheel. The phrase “at least one of”, when such phrase modifies aplurality of things does not mean “one of” each of the plurality ofthings. For example, the phrase “at least one of a widget, a car and awheel” does not mean “one widget, one car and one wheel”.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” covers both“based only on” and “based at least on”. Therefore, the phrase “basedon” is equivalent to the phrase “based at least on” and is alsoequivalent to the phrase “based at least in part on”. For example, thephrase “element A is based on element B and element C” coversembodiments where element A is calculated as the product of B times C(in other words, A=B×C) and where A is calculated as the sum of B plus C(in other words, A=B+C).

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” does not mean“represents only”, unless expressly specified otherwise. For example,the phrase “the data represents a credit card number” covers both “thedata represents only a credit card number” and “the data represents acredit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is explicitly recited before the term “whereby”. Thus,when the term “whereby” is used in a claim, the clause or other wordsthat the term “whereby” precedes do not establish specific furtherlimitations of the claim or otherwise restrict the meaning or scope ofthe claim.

The terms “e.g.”, “such as” and like terms mean “for example”, and thusdo not limit the term or phrase they explain. For example, in thesentence “the computer sends data (e.g., instructions, a data structure)over the Internet”, the term “e.g.” explains that “instructions” are anexample of “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “time”, when used as a determined quantity, means any sort oftime (e.g., time of day, day of week, date, year) on which one or morethings are determined to occur.

The term “period of time” means any sort of duration (e.g., number ofseconds, number of minutes, other durations) of one or more things.

The term “good” generally refers to anything which may be provided inexchange for money or other value, and thus “good” includes services,rights and items, whether tangible or intangible.

The term “respective” and like terms mean “taken individually”. Thus iftwo or more things have “respective” characteristics, then each suchthing has its own characteristic, and these characteristics can bedifferent from each other but need not be. For example, the phrase “eachof two machines has a respective function” means that the first of thetwo machines has a function and the second of the two machines has afunction as well. The function of the first machine may or may not bethe same as the function of the second machine.

Similarly, in the phrase “for each of the plurality of widgets,determining a respective price of the widget, a reference to “thewidget” in that phrase means the “determining” step is applied to(performed for) each widget of the plurality of widgets. The phrase “therespective prices of the plurality of widgets” thus means the set whichincludes as members each respective price of the plurality of widgets.

The term “i.e.” and like terms mean “that is”, and thus limits the termor phrase it explains. For example, in the sentence “the computer sendsdata (i.e., instructions) over the Internet”, the term “i.e.” explainsthat “instructions” are the “data” that the computer sends over theInternet.

A numerical range includes integers and non-integers within the range,unless expressly specified otherwise. For example, the range “1 to 10”includes the integers from 1 to 10 (e.g., 1, 2, 3, 4, . . . 9, 10) andnon-integers (e.g. 1.1, 1.2, . . . 1.9). A range may be denoted asnon-inclusive explicitly, such as “the range of voltages from 2.5 voltsto 10.3 volts exclusive”, and such a range excludes 2.5 volts andexcludes 10.3 volts.

A range can be continuous or discrete. For example, the range “fromthree meters to five meters” is a continuous range. The range “integerranges from three meters to five meters” is a discrete range.

A range includes two ends, and each such end is, where the range isinclusive, a thing that is included in the range. Thus a rangeinherently has antecedent basis for the term “the ends”, and hasantecedent basis for the term “an end” and has antecedent basis for theterms “the first end” and “the second end”. Where the range is orderedor may be ordered (e.g., a range of integers that may be orderednumerically, a range of text that may be ordered alphabetically) therange includes ends that are distinguishable because of their respectiveordering. Thus a range that may be ordered has antecedent basis forterms that denote the place of the end in the ordering scheme (e.g., arange that can be numerically ordered has a “low end” and a “high end”).

When used to compare values (e.g., integers, fractions) which arecapable of being ordered with respect to each other, the phrase “notgreater than” is equivalent to “less than or equal to”. Similarly, thephrase “not less than” is equivalent to “greater than or equal to”.

In reference to a plurality of things (e.g., a plurality of widgets)superlatives, where a superlative may be applied to the plurality (e.g.,the largest widget of the plurality of widgets, the lowest price of theset of prices) and there is inherently antecedent basis for suchsuperlative.

For example, for a plurality of numbers, there is inherent antecedentbasis for the phrase “the greatest number of the plurality of numbers”,e.g., since numbers can be ordered from least to greatest and thus thegreatest number is readily and unambiguously ascertainable—the greatestnumber is that number of the plurality of numbers which is greater thanall other numbers of the plurality of numbers. Similarly, in anembodiment where there are two equal numbers, and both numbers aregreater than all other numbers in the plurality, then there are twogreatest numbers.

Where two or more terms or phrases are synonymous (e.g., because of anexplicit statement that the terms or phrases are synonymous), instancesof one such term or phrase does not mean instances of another such termor phrase must have a different meaning For example, where a statementrenders the meaning of “including” to be synonymous with “including butnot limited to”, the mere usage of the phrase “including but not limitedto” does not mean that the term “including” means something other than“including but not limited to”.

II. DETERMINING

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, the determination of an objectwhich meets a certain criterion) is used in an extremely broad sense.The term “determining” encompasses a wide variety of actions andtherefore “determining” can include calculating, computing, processing,deriving, investigating, looking up (e.g., looking up in a table, adatabase or another data structure), ascertaining and the like. Also,“determining” can include receiving (e.g., receiving information),accessing (e.g., accessing data in a memory) and the like. Also,“determining” can include resolving, selecting, choosing, establishing,and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, extrapolating,predicting, heuristically “best guessing”, averaging and the like.

The term “determining” does not imply that mathematical processing mustbe performed, and does not imply that numerical methods must be used,and does not imply that an algorithm is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

III. FORMS OF SENTENCES

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to that limitation (e.g., “the widget”),this mere usage does not imply that the first claim covers only one ofthe feature, and this does not imply that the second claim covers onlyone of the feature (e.g., “the widget” can cover both one widget andmore than one widget).

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term, but that ordinalnumber does not have any other meaning or limiting effect—it is merely aconvenient name. For example, a “first widget” may be so named merely todistinguish it from, e.g., a “second widget”. Thus, the mere usage ofthe ordinal numbers “first” and “second” before the term “widget” doesnot indicate any other relationship between the two widgets, andlikewise does not indicate any other characteristics of either or bothwidgets. For example, the mere usage of the ordinal numbers “first” and“second” before the term “widget” (1) does not indicate that eitherwidget comes before or after any other in order or location; (2) doesnot indicate that either widget occurs or acts before or after any otherin time; and (3) does not indicate that either widget ranks above orbelow any other, as in importance or quality. Thus, the mere usage ofthe ordinal number “first” does not indicate that there must be a“second”. For example, the use of the phrase “a first widget” does notimply that there be a second widget. Accordingly, it would not beambiguous or indefinite to use in a claim the term “a first widget”where no “second widget” is recited in that claim (or in any other claimit depends on). The mere usage of the ordinal number “second” or greaterordinal numbers does not indicate that there must be a “first” or anylesser ordinal number. For example, the use of the phrase “a secondplurality of widgets” does not imply that there be a first plurality ofwidgets. Accordingly, it would not be ambiguous or indefinite to use ina claim the term “a second plurality of widgets” where no “firstplurality of widgets” is recited in that claim (or in any other claim itdepends on). A term which is labeled by an ordinal number is differentthan a term that is not modified by any ordinal number. For example, ina claim a reference to “a green widget” and a reference to “a secondgreen widget” means that there are references to different widgets andthus there is no ambiguity as to whether the second green widget is oris not a reference to the green widget. The mere usage of ordinalnumbers does not define a numerical limit to the features identifiedwith the ordinal numbers. For example, the mere usage of the ordinalnumbers “first” and “second” before the term “widget” does not indicatethat there are exactly two widgets.

When a single device, article or other product is described herein, inanother embodiment more than one device or article (whether or not theycooperate) may alternatively be used in place of the single device orarticle that is described. Accordingly, the functionality that isdescribed as being possessed by a device may alternatively be possessedby more than one device or article (whether or not they cooperate) inanother embodiment.

Similarly, where more than one device, article or other product isdescribed herein (whether or not they cooperate), in another embodimenta single device or article may alternatively be used in place of themore than one device or article that is described. For example, aplurality of computer-based devices may be substituted with a singlecomputer-based device. (Conversely, a single computer-based device maybe substituted with multiple computer-based devices operating incooperation with one another.) Accordingly, the various functionalitythat is described as being possessed by more than one device or articlemay alternatively be possessed by a single device or article.

The functionality and/or the features of a single device that isdescribed may, in another embodiment, be alternatively embodied by oneor more other devices which are described but are not explicitlydescribed as having such functionality or features. Thus, otherembodiments need not include the described device itself, but rather caninclude the one or more other devices which would, in those otherembodiments, have such functionality or features.

IV. DISCLOSED EXAMPLES AND TERMINOLOGY ARE NOT LIMITING

Neither the Title (set forth at the beginning of the first page of thepresent application) nor the Abstract (set forth at the end of thepresent application) is to be taken as limiting in any way the scope ofthe disclosed invention, is to be used in interpreting the meaning ofany claim or is to be used in limiting the scope of any claim. AnAbstract has been included in this application merely because anAbstract is required under 37 C.F.R. §1.72(b).

The headings of sections provided in the present application are forconvenience only, and are not to be taken as limiting the disclosure inany way.

Numerous embodiments are described in the present application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The disclosedinventions are widely applicable to numerous embodiments, as is readilyapparent from the disclosure. One of ordinary skill in the art willrecognize that the disclosed invention may be practiced with variousmodifications and alterations, such as structural, logical, software,and electrical modifications. Although particular features of thedisclosed invention may be described with reference to one or moreparticular embodiments and/or drawings, it should be understood thatsuch features are not limited to usage in the one or more particularembodiments or drawings with reference to which they are described,unless expressly specified otherwise.

Though an embodiment may be disclosed as including several features,other embodiments of the invention may include fewer than all suchfeatures. Thus, for example, a claim may be directed to less than theentire set of features in a disclosed embodiment, and such claim wouldnot be interpreted as requiring features beyond those features that theclaim expressly recites.

No embodiment of method steps or product elements described in thepresent application constitutes the invention claimed herein, or isessential to the invention claimed herein, or is coextensive with theinvention claimed herein, except where it is either expressly stated tobe so in this specification or (with respect to a claim and theinvention defined by that claim) expressly recited in that claim.

Any preambles of the claims recite purposes, benefits and possible usesof the claimed invention only and do not limit the claimed invention.

The present disclosure is not a literal description of all embodimentsof the invention. Also, the present disclosure is not a listing offeatures of the invention which must be present in all embodiments.

All disclosed embodiments are not necessarily covered by the claims(even including all pending, amended, issued and canceled claims). Inaddition, a disclosed embodiment may be (but need not necessarily be)covered by several claims. Accordingly, where a claim (regardless ofwhether pending, amended, issued or canceled) is directed to aparticular embodiment, such is not evidence that the scope of otherclaims do not also cover that embodiment.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long periods of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries. Devices are in communication with one another if theyare capable of one-way communication with one another. For example, afirst device and a second device may be in communication with oneanother if the first device is capable of transmitting information tothe second device, and the second device is capable of receivinginformation from the first device.

A description of an embodiment with several components or features doesnot imply that all or even any of such components or features arerequired. On the contrary, a variety of optional components aredescribed to illustrate the wide variety of possible embodiments of thepresent invention. Unless otherwise specified explicitly, no componentor feature is essential or required.

Although process steps, algorithms or the like may be described orclaimed in a particular sequential order, such processes may beconfigured to work in different orders. In other words, any sequence ororder of steps that may be explicitly described or claimed does notnecessarily indicate a requirement that the steps be performed in thatorder. The steps of processes described herein may be performed in anyorder possible. Further, some steps may be performed simultaneouslydespite being described or implied as occurring non-simultaneously(e.g., because one step is described after the other step). Moreover,the illustration of a process by its depiction in a drawing does notimply that the illustrated process is exclusive of other variations andmodifications thereto, does not imply that the illustrated process orany of its steps are necessary to the invention, and does not imply thatthe illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are preferred,essential or required. Various other embodiments within the scope of thedescribed invention include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a process may be described singly or without reference to otherproducts or methods, in an embodiment the process may interact withother products or methods. For example, such interaction may includelinking one business model to another business model. Such interactionmay be provided to enhance the flexibility or desirability of theprocess.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that any or all of the plurality are preferred,essential or required. Various other embodiments within the scope of thedescribed invention include other products that omit some or all of thedescribed plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, and aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are equivalent to each other orreadily substituted for each other.

All embodiments are illustrative, and do not imply that the invention orany embodiments were made or performed, as the case may be.

V. COMPUTING

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing or multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

A “computing device” means one or more microprocessors, centralprocessing units (CPUs), computing devices, microcontrollers, digitalsignal processors, graphics card, mobile gaming device, or like devicesor any combination thereof, regardless of the architecture (e.g.,chip-level multiprocessing or multi-core, RISC, CISC, Microprocessorwithout Interlocked Pipeline Stages, pipelining configuration,simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process. For example,a description of a process is a description of an apparatus comprising aprocessor and memory that stores a program comprising instructions that,when executed by the processor, direct the processor to perform theprocess.

A computer readable medium can be in communication with a processor suchthat the processor can receive some or all of the instructions stored onthe computer readable medium. Likewise the processor can execute some orall of the instructions stored on the computer readable medium, and canexecute different instructions at different times.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium, a plurality ofthe same, or a combination of different media, that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape, any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

The term “tangible computer-readable medium” refers to a“computer-readable medium” that comprises a hardware component, such asoptical or magnetic disks, semiconductor memory (e.g., RAM, ROM, flashdrives, semiconductor hard drives). Therefore, for example, a tangiblecomputer-readable medium is not a carrier wave or an RF transmission.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth, and TCPorIP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

A “user interface” is ‘used by’ a device, such as a computing device, toprovide outputs to a user and to receive inputs from a user. Forexample, the user interface may direct the device to display (orotherwise provide) certain outputs (as defined by the user interface),and allow inputs to be received from the user via the device. In anembodiment, in order for the device to generate the user interface, thedevice executes certain instructions, e.g., instructions to output dataand receive data as inputs. A user interface can include one or moreoutput controls which output data and/or one or more input controlswhich allow data to be received. A type of input control allows aselection of an option from among a plurality of options, and may allowonly one option to be selected, may allow one or more options to beselected, may allow that a predetermined number of options are selected,may allow that no options are selected. An input control may define theformat of type of input that may be entered. A control may function asboth an input control and as an output control.

A description of different capabilities of a user interface (e.g., bydescribing different embodiments of a user interface, by describingdifferent things that a user interface can do) does not mean that in allembodiments the user interface must include all such describedcapabilities. On the contrary, such description also supports anembodiment in which, e.g., a user interface has only one of thedescribed capabilities, and supports an embodiment in which a userinterface has a particular combination of less than all of the describedcapabilities.

A description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method. Forexample, a description of a process is a description of acomputer-readable storage medium that stores a program comprisinginstructions that, when executed by a processor, direct the processor toperform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer or computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. Likewise, object methods or behaviors of a databasecan be used to implement various processes, such as those describedherein. In addition, the databases may, in a known manner, be storedlocally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human).

VI. CONTINUING APPLICATIONS

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in the presentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentapplication.

Applicants intend to file additional applications to pursue patents forsubject matter that has been disclosed and enabled but not claimed inthe present application.

VII. 35 U.S.C. §112, PARAGRAPH 6

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. §112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. §112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. §112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. §112, paragraph 6, the correspondingstructure, material or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthe present application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. §112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

Where there is recited a means for performing a function that is amethod, one structure for performing this method includes a computingdevice (e.g., a general purpose computer) that is programmed and/orconfigured with appropriate hardware to perform that function.

Also included is a computing device (e.g., a general purpose computer)that is programmed and/or configured with appropriate hardware toperform that function via other algorithms as would be understood by oneof ordinary skill in the art.

VIII. DISCLAIMER

Numerous references to a particular embodiment do not indicate adisclaimer or disavowal, from the scope of the invention, of additional,different embodiments, and similarly references to the description ofembodiments which all include a particular feature do not indicate adisclaimer or disavowal of embodiments which do not include thatparticular feature. A clear disclaimer or disavowal in the presentapplication will explicitly refer to the scope of the invention asdisclaiming or disavowing certain subject matter and will also beprefaced by a phrase such as “does not include” or “cannot perform”.

IX. INCORPORATION BY REFERENCE

Any patent, patent application or other document referred to herein isincorporated by reference into this patent application as part of thepresent disclosure, but only for purposes of written description andenablement in accordance with 35 U.S.C. §112, paragraph 1, and should inno way be used to limit, define, or otherwise construe any term of thepresent application, unless without such incorporation by reference, noordinary meaning would have been ascertainable by a person of ordinaryskill in the art. Conversely, the definitions and other subject matterexplicitly set forth in this application should not be used to limit,define, or otherwise construe any term of any document incorporatedherein by reference. Nothing explicitly set forth in this applicationshould be interpreted as an admission or characterization of any priorart to this application.

Any incorporation by reference does not, in and of itself, imply anyendorsement of, ratification of or acquiescence in any statements,opinions, arguments or characterizations contained in any incorporatedpatent, patent application or other document, unless explicitlyspecified otherwise in this patent application.

X. PROSECUTION HISTORY

In interpreting the present application (which includes the claims), oneof ordinary skill in the art refers to the prosecution history of thepresent application, but not to the prosecution history of any otherpatent or patent application, regardless of whether there are otherpatent applications that are considered related to the presentapplication, and regardless of whether there are other patentapplications that share a claim of priority with the presentapplication.

XI. ADDITIONAL EMBODIMENTS

According to one or more embodiments, the present invention provides avirtual environment in which a first player character establishes acontract with either one or more other player characters, entities (realor virtual) or a game server. The contract may specify one or morevirtual financial obligation values that the first player character isobligated to pay at a specified virtual or real time and date. Thecontract may additionally include a credit card number associated withthe game account of the first player. According to additionalembodiments, in the event that the first player character fails to paythe virtual financial obligation value specified by the contract, a realcash value may be established that equals the virtual financialobligation value and the first player's credit card may be charged thereal cash value amount.

Examples of in game contracts include, but are not limited to:

1. Virtual loans—a player character or entity can borrow virtual cashfrom another player character, entity or the game server. An interestrate and payment schedule can be established, and payments can besecured by the player character's or entity's credit card.

2. Virtual item rental—a player character or entity can rent an in gameitem from another player character, entity or the game server. A virtualcash fee per unit time can be established and secured with the playercharacter's or entity's credit card.

3. Virtual dividend payments for shares of a company—a player characteror entity can take his virtual company public by selling shares to otherplayer characters or entities. He can guaranty a virtual cash dividendfor each share per unit time. He can secure the virtual cash dividendwith his credit card.

4. Virtual finance options—a player character or entity can choose topay for an in game item with virtual cash over time rather than upfront. A virtual cash payment amount and payment schedule isestablished, and the player or entity secures the virtual cash paymentswith a credit card. If the player character or entity cannot make aspecified virtual cash payment amount on a scheduled payment date, areal cash value is determined for the payment amount and charged to hiscredit card.

5. Virtual item creation—A first player character can agree to build anin game item for a second player character by a certain date. If thefirst player character does not build the item in the time specified,either the virtual bank account or a credit card on file can be chargeda specified fee for each unit of time that it is late. Also, if thefirst player character took an advance and or raw materials from thesecond player character, a virtual cash fee can be charged to the firstplayer's credit card equal to the virtual cash value of the advance. Ifthe first player character can make the virtual cash payment, a realcash value can be determined that is equal to the virtual cash value andcharged to the first player's credit card.

6. Virtual futures contracts on goods bought or sold on an exchange—aplayer character can establish an agreement to buy or sell, with virtualcash, a particular amount of a game resource or item at a specifiedvirtual or real time period. A real cash value is determined that isequal to the virtual cash value of the buy or sell offer. If the playercharacter is unable to sell or purchase the item at the specified time,either (i) a penalty, (ii) all or a portion of the real cash value ofthe contract or (ii) any combination of one and two above can be chargedto the player's credit card.

7. Virtual help with solving a mission or other game parameter—a firstplayer character can agree to help a second player character to solve amission or other game parameter within a given time period. If the firstplayer character fails to help the second player character complete thespecified game parameter in the time specified, a penalty fee can becharged to his credit card. Alternatively, a first player character canagree to pay a second player character a specified virtual cash amountif the second player character agrees to help him to complete a missionor other game parameter. If the second player character helps the firstplayer character to complete the game parameter, and the first playercharacter does not pay the agreed to virtual obligation, the firstplayer's credit card can be charged a penalty and or the real cash valueof the virtual obligation.

8. Virtual Insurance Payments and Claims—a player character can insurean in-game item with another player character or a game server. Aperiodic virtual cash insurance premium payment can be determined forthe item. If the player character cannot make a periodic virtual cashinsurance premium payment, then his credit card is charged the real cashvalue of the periodic payment and/or a real cash fee. Alternatively, afirst player character makes a claim on a virtual insurance policy. Thegame server verifies that the virtual insurance claim is legitimate,determines a virtual claim value, and charges a second player character(who issued the claim) the virtual claim value amount. If the secondplayer character cannot pay the virtual claim value, then a cash valueis determined and charged to the second player's credit card on file.

9. Virtual Shipping—a first player character can agree to ship an itemfor a second player character to a certain virtual location in the gamebefore a certain virtual or real date. The shipment of the item issecured with a credit card associated with the first player character.If the item is not shipped or arrives late or damaged, a virtual cashfee can be charged to the player character account. If the first playercharacter account does not have enough virtual cash to cover the fee, areal cash value for the fee can be determined and charged to the creditcard associated with the first player character.

10. Virtual Deposits and Interest Payments—a first player characterdeposits virtual money into an account with a virtual bank owned by oneor more other player characters. The deposit balance and any periodicvirtual interest due on the balance are secured by at least one creditcard associated with the player characters that own the virtual bank. Ifthe bank is unable to pay a requested withdrawal amount equal or lessthan the virtual bank account balance, the credit card securing thedeposit can be charged the real cash value of the requested withdrawalamount. Also, if the bank cannot make a periodic interest payment, thecredit card securing the interest payment can be charged the real cashvalue of the payment.

11. Identification Verification—a player character may use a credit cardas a means to identify himself as the owner of a player character and/orto establish liability for a player character's actions, includingwhether or not a player character pays bills on time, in full, etc.

12. Loyalty Program Identification—a player character may use a creditcard number as a unique identifier for use as an ID for loyalty programsor frequent shopper programs and the like.

13. Layaway financing—a player character may purchase an in game object,service or resource, placing it into a “layaway” account and havemonthly or other periodic charges added to his credit card until suchtime as the entire balance is paid off, at which time, the PlayerCharacter would receive the object, service or resource.

14. Virtual Taxes—A player character can agree to pay a certain amountof taxes, tariffs, tolls to a government structure run by the gameserver or by player characters. In the event that a player charactercannot make a tax payment a real cash value for the virtual cash amountcan be determined and charged to a credit card associated with theplayer character.

15. Virtual Adjudication—In the event of a dispute between playercharacters, a game server or player character operated trial candetermine a virtual settlement that a first player character needs topay to a second player character. The first player character is given atime period within which to pay the settlement. If the first playercharacter cannot pay the virtual settlement by the time specified, areal cash value is generated for the virtual settlement and charged tohis credit card.

16. Hacking the System or Breaking Rules—Player Characters can agree topay penalties if they hack the system or break the rules. If it isdetermined that a player character has broken the rules or hacked thesystem, the credit card associated with the player character account canbe charged a specified penalty amount.

Video games which are accessible to multiple players via a server arewell known. For example, hundreds of thousands of players access gamesknown as massive multi player online games (MMOGs). Players of thesegames customarily access a game repeatedly (for durations typicallyranging from a few minutes to several days) over given period of time,which may be days, weeks, months or even years. The games are oftenconstructed such that players pay a periodic subscription price (e.g.,$15 per month) rather than, or in addition to, paying a one timepurchase price for the game. Often, though not necessarily, these gameshave no ultimate “winner” or “winning goal,” but instead attempt tocreate an enjoyable playing environment and a strong player community.

According to one or more embodiments of the present invention, anyfinancial account can be used by the player to secure the virtualcontracts he establishes with his player characters. The followingaccounts are non-limiting examples of the type of player character-ownedaccounts that can be used, individually or in any combination, to securea virtual contract:

1. credit card

2. debit card linked to a bank account

3. a bank account

4. a checking account

5. an IRA account

6. paypal account

7. Play time card—a player can buy a play time card that allows them toplay for a specific period of time. A portion of the credit on the cardcan be locked up to secure virtual obligations in the game environment

8. personal guaranty—a player can sign a personal guaranty that allowsthe game server to put a lien on the player's real world assets in theevent of a default on a contract in a game environment.

9. Escrow account—a player character can place virtual or real items inescrow that he can use as collateral against in game contracts.

10. Margin account—a game server or first player character can establisha margin account for a second player character that the second playercharacter can use to secure in game contracts. A margin account could beautomatically given to a player character by a game server once certaingame attributes, skills, and levels have been reached.

11 Annuity account—a player character can allocate a portion or all ofhis payments due to him under an annuity, such as a life insurancepayout, lottery winnings, judgment award, reverse mortgage, or any otherannuity based income.

The amount charged to the player's credit card in the event of a defaulton a virtual contract can be: 1. The real cash value of the virtualobligation that was not paid 2. A specified penalty amount 3. A penaltyamount generated based on the default amount 4. A real cash amounteither equal to, less than or greater than the virtual amount. 5. Anycombination of the above.

According to one or more embodiments of the present invention, the gameserver can automatically charge virtual cash values to the playercharacter bank account or the game server can notify a player characterwhen a virtual cash value is due.

According to one or more embodiments of the present invention, PlayerCharacters who have reached certain levels of the game or acquiredcertain amount of virtual value in a game may not be required to securetheir contracts with a credit card. Such “financially secure” PlayerCharacters may vouch for less financially secure player characters byoffering their virtual value as collateral. Alternatively oradditionally, Player Characters may also receive margin dollars based onthe level or skills they have obtained.

According to one or more embodiments of the present invention, Playercharacters can be given a warning and a grace period if they do not paythe virtual cash obligation on the virtual or real date specified orthere is not sufficient virtual cash in their virtual cash account forthe virtual obligation to be automatically withdrawn.

According to one or more embodiments of the present invention, warningsmay be delivered by any one or more of the following mechanismsincluding, but not limited to, in game alerts, in game instantmessaging, real world e-mail, voice mail, postal mail, or text messages.

According to one or more embodiments of the present invention, Playercharacters could have the choice of using virtual or real cash to paythe virtual obligation when it becomes due. Characters could be offeredthis option on every purchase they make in a game environment. Forexample, a player purchasing a game item in an in game exchange canelect to pay real or virtual money during the transaction. The exchangeinterface offers the choice between purchasing the item for real orvirtual cash and the value of the item in real and virtual cash isdisplayed. If the player selects virtual cash, the amount is debitedfrom his virtual cash account. If the player selects real cash, theamount is charged to his credit card on file. In an embodiment, an offerto pay in real world currency may only be provided after it isdetermined that the player has insufficient virtual world currency topay in virtual world currency. In an embodiment, such an offer can bemade regardless of whether the player has insufficient virtual worldcurrency to pay in a virtual world currency. In an embodiment, there canbe a sequence of offers, each for a different currency, and each offeris made upon the player declining the previous offer in the sequence. Inan embodiment any or all of such offers may be made simultaneouslyrather than sequentially.

In an embodiment, the player may have the opportunity to use virtualcurrency (e.g., to make a purchase), but the player declines. Forexample, the player may decline an offer to pay using virtual currency.Upon determining that the player declines to use virtual currency, theplayer can be provided with an offer (e.g., a text offer via the videogame, a graphical user interface in the video game, another graphicaluser interface) to employ real world currency for the same purpose asthe virtual currency. Similarly, upon determining that the playerdeclines to use virtual currency, the player can be provided with anoffer to sell a virtual product (e.g., in exchange for real worldcurrency, in exchange for virtual currency). The player can indicateacceptance (e.g., pressing an “ACCEPT” button in a graphical userinterface of the video game), and this transaction can be consummated.

According to one or more embodiments of the present invention, whenmaking a decision to use real or virtual cash to pay for an item orservice, the player character (and/or game server) may request bids fromother player characters or entities to pay for the item at some level ofexchange rate that differs from the current exchange rate. For example,if a player character wishes to buy a virtual sword and the price is:$10 USD or 100 units of in game currency (e.g. piece of gold, $LD,etc.), there may be third party player characters that may desire to paythe real cash value in exchange for some amount of LD, that may be lessor more than the current exchange rate.

In an embodiment, a graphical user interface may provide controls thatoutput to a player a plurality of different prices in differentcurrencies from one or more items. For example, a graphical userinterface may display the cost of a virtual item in one or more virtualcurrencies, and/or in one or more real world currencies.

In an embodiment, the graphical user interface can provide controlswhich permit the player to select the currencies, and the price can bedisplayed in those currencies. For example, the player may choose todisplay the price in U.S. Dollars, Japanese Yen, virtual world dollars,and in virtual world gold pieces.

According to one or more embodiments of the present invention, when aplayer's financial account cannot cover the real cash obligationspecified by a virtual contract, the account can be suspended and thevirtual assets owned by the player character can be automaticallyliquidated and the proceeds divided amongst virtual contract holders(other player characters or the game server) in ratio of the contractvalues. Alternatively or additionally, some or all of the virtual assetsowned by the player may be immediately sold for their market value. Theassets may be sold one at a time (in any order specified by the rules ofthe game server i.e. most to least valuable, least to most valuable,most to least liquid, least to most liquid, etc) until the virtualobligations of the player character have been met.

If all the assets of the player character are sold and the virtual cashdoes cannot cover the virtual obligations, the cash can be paid to thecreditors using any suitable means including, but not limited to:(i) inratio equal to the obligation for each creditor compared to the totaloutstanding obligations; and/or (ii) in order of priority. A creditorcan be given priority based on (i) paying to be a priority creditor whenthe virtual contract is established; (ii) the amount of the obligation;(iii) the date the virtual contract was established; (iv) the remainingobligation of the contract vs. the total obligation; or (v) paying offdebts to independent third party player characters or entities asopposed to those player characters/entities that are either own by orrelated to the indebted player character.

According to one or more embodiments of the present invention, the gameserver can periodically ping the credit card or other financial accountidentifier of the player to make sure that there is adequate cash orcredit line associated with the account to cover all the virtualobligations that the player has established with his characters.

According to one or more embodiments of the present invention, when avirtual obligation is established, an amount that is equal to or apercentage of that obligation can be locked on the credit card so thatit cannot be used for anything other than covering the virtualobligation.

According to one or more embodiments of the present invention, when avirtual obligation is established, an interest in an insurance policycan be purchased for a fee that is charged to the credit card. Accordingto one example of this embodiment, in the event of a default, theinsurance policy pays the debt; however the player character's ratingwould be lowered and/or future policies rejected outright. If aninsurance company (real or virtual) pays the debt, the insurance companycould seek restitution from the defaulting player character.

According to one or more embodiments of the present invention, the gameserver can conduct a preauthorization of the player credit card equal tothe cash value of the virtual obligation when the virtual contract isestablished. If the preauthorization fails, the contract cannot beexecuted and the appropriate parties (player characters and or gameserver) are notified.

According to one or more embodiments of the present invention, a playercharacter may not be able to sell assets in a game or on an exchangebetween game servers or games if he has contracts established in a gameenvironment. Alternatively, an amount of the player character's assetsequal to his virtual cash obligations cannot be sold on an in game,inter game server, or intra game exchange.

According to one or more embodiments of the present invention, when aplayer character creates a contract, the game server can upsell a creditcard to that player character to use to secure the contract. If theplayer character accepts the offer, he fills out a credit cardapplication. The application is submitted to the card issuing bank. Ifthe bank accepts the application, a new card number is issued and usedto secure the contract.

According to one or more embodiments of the present invention, when aplayer creates a game account, the game server can upsell a credit cardthat the player character can use to secure contracts (and pay for hismonthly fees) As an incentive to sign up for the card, the card can beissued with a certain amount of credit line that can be used to securecontracts with no payment obligation for the player. For example, theplayer could be given $50 worth of credit line to use to secure againstin game contracts. If the player defaults on a contract in the game, thegame can automatically charge the credit card account the specifiedpenalty amount. As long as that amount is less than $50, then the playeris not obligated to pay off the balance on the credit card.

According to one or more embodiments of the present invention, a fee canbe charged by a game server or player character who facilitates andenforces the contracts between other player characters and the gameserver. This fee can be a flat fee, a “per transaction” fee, or apercent of the total value of the contract or payment fee.

According to one or more embodiments of the present invention, ratherthan a real cash fee being charged to a credit card only when thevirtual obligation cannot be paid with virtual cash, the player can justpay a recurring real cash fee to borrow virtual cash in a gameenvironment. Either the game server or the player character can issuethe virtual loan and receive the monthly real cash fee. The monthly feecan be charged to the player character by the game server and a portionof the fee can be remitted, in real or virtual cash to a second playercharacter who initiated the loan.

According to one or more embodiments of the present invention, a playercharacter can rent a sum of virtual cash for a monthly real cash feethat is charged to his credit card. In this embodiment, a player pays amonthly real cash amount as long as he has borrowed a certain amount ofmoney from a game server or other player character. According to oneexample of this embodiment, when the player character repays the loan,the real cash monthly fee may no longer collected by the game server.

According to one or more embodiments of the present invention, a playercharacter can also rent a sum of virtual cash for a recurring virtualcash fee. If the player character cannot pay the recurring virtual cashfee, a real cash value is determined and charged to the player creditcard.

According to one or more embodiments of the present invention, a playercharacter can be offered the choice to pay a basic monthly fee for hisaccount, or an additional monthly fee for his account that includes anupfront loan of virtual cash.

The present disclosure also provides systems for securing contractsestablished in virtual environments. Accordingly turning to FIG. 1, asuitable system 10 may include a central server 12 in electroniccommunication with any number of suitable programs including, forexample and without limitation: a Contract Generation Program 14; aContract Enforcement Program 16; a Asset Liquidation and RedistributionProgram 18; a Credit Card Upsell Program 20; and a Virtual Cash to RealCash Exchange Program 22.

System 10 may further comprise any number of suitable databases.Examples of suitable databases include, but are not limited to, a playerdatabase 24, a player character database 26, a contract database 28, anda virtual bank database 30.

Player database 24 may include information about each player whoaccesses the game. This information may be provided to the game serverby a player when the player registers to play the game, or at any othersuitable time and using any suitable means. Examples of playerinformation include, but are not limited to: player ID, player contactinformation, player credit card information, and/or player character ID.

Player character database 26 may include information about each playercharacter that participates, or is able to participate, in a game.Accordingly, it will be understood that according to some types ofgames, a single player may create and control more than one playercharacter. Examples of information the player character database maymaintain include, but are not limited to: player character ID, playercharacter profile, player character asset(s), player characterattribute(s), player character contract(s). Of course it will beunderstood that for many of these information categories, a given playercharacter may have multiple entries. For example, a given playercharacter may have any number of attributes which could be tracked andmaintained by the player character database.

Contract database 28 may include information about any virtualagreements entered into by player characters. Examples of informationthe contract database may maintain include, but are not limited to:contract ID, player character ID, Player character type, contract type,contract obligation(s). Of course it will be understood that for many ofthese information categories, a given contract may have multipleentries. For example, a given contract entered into by a given playercharacter may have numerous contract obligations which can be trackedand maintained by the contract database. Examples of contract obligationinformation that could be tracked and maintained by the contractdatabase includes, but is not limited to: player character, obligationtype, obligation amount, obligation date, obligation penalty, obligationgrace period, obligation warning message, and default rules.

Virtual bank database 30 may include information related to the methodsand financial instruments used to guarantee certain in-game agreements.For example, the virtual bank database may include informationincluding, but not limited to: player character owner, player characterowner credit card number, account balance, maximum deposit limit,interest rate, interest payment schedule, player character account, andloan account number. It will be appreciated that any of these categoriesof information may include subcategorizable information. For example,the player character account information may include numeroussub-categories of information including character ID, character balance,character interest rate, and interest payment schedule. Alternatively oradditionally, the loan account information may include sub-categories ofinformation including character ID, loan amount, payment(s), interestrate, and credit card number.

Turning to FIG. 2, an exemplary method according to one embodiment ofthe present disclosure is provided. Initially a request to incur afinancial obligation is received by the game server from a playercharacter. The financial obligation may be incurred immediately (i.e. anupfront purchase), or at later time (i.e. a purchase on credit). At thetime the purchase is made, the player character may be offered theopportunity to opt to pay with either virtual or real world currency.For example, a virtual store may display items available for sale andshow prices in virtual and real world currency. The price may also oralternatively include various exchange rates for transfer betweenvirtual and real world currencies, different virtual currencies, and/ordifferent real world currencies. In other words, a virtual store mayshow a price for an item in virtual gold and the conversion rates (oractual prices) if the same item if purchased in virtual Linden Dollars,virtual credits, US dollars, Euros, Yen, etc.

Once the player characters identifies the type of currency with whichthe financial obligation is to be paid (i.e. virtual or financial) theserver determines if the player character has a sufficient amount of thespecified funds to cover the amount of the financial obligation.Accordingly, if the player opts to pay in virtual funds and the playercharacter has sufficient virtual funds in his player account, thevirtual funds are deducted from the player account and the transactionis completed. Similarly, if the player opts to pay in real world fundsand the player character's real world financial instrument (i.e. creditcard, debit card, bank account etc.) contains sufficient funds to coverthe financial obligation, the funds are transferred and the transactionis completed.

However, a player may chose to pay with a currency for which he does nothave sufficient funds. For example, a player may wish to use virtualfunds to pay for an item costing 500 credits, but only have 400 creditsin his player account. The server may determine that sufficient virtualfunds are not available and automatically ping the players real worldfinancial instrument to determine if sufficient real world funds areavailable to cover the financial obligation. If sufficient real worldfunds are available, some or all of the financial obligation may then besatisfied by the available real world funds. The amount of real worldfunds that are used may the remaining balance (i.e. the unpaid 100credits) times an exchange rate, with or without the imposition of anadditional fee, the entire amount of the transaction (i.e. 500 credits)times an exchange rate, or any other amount, which may or may not beagreed to or determined by the player.

Of course it will be appreciated that a player may chose to use realworld credits to pay for an item but have insufficient real world funds.In such a case, the player's virtual account balance may beautomatically pinged and an amount deducted as described above.

If the player character has incurred a financial obligation but hasinsufficient funds in both virtual and real world accounts, the servermay first determine if the player character has benefited from thetransaction (i.e have any items been transferred to the playercharacter's possession or any services performed?). If not, thetransaction can be cancelled.

However, if the player character has benefited from the transaction,i.e. a good or service has already been received, a penalty may beimposed. Such penalty may include, but may not be limited to, impositionof a fine, alteration of the character's appearance, demeanor, or othercharacteristics (including scores, levels, ability to perform or engagein various actions, etc.), freezing of the characters account, and/orliquidation of the character's assets.

According to one embodiment, upon determining that a character hassufficient funds to cover a financial obligation, the server maydetermine if the character has sufficient virtual assets to cover thefinancial obligation. If the character has sufficient virtual assets,enough assets are liquidated to cover the financial obligation (this mayinclude, for example, repossession of an item that was the source of thetransaction) and the creditor(s) are paid the amount owed. According tosome embodiments, one or more additional fees may or may not be imposed.Such fees may be payable to the creditor and or the game server, forexample.

If the character does not have sufficient virtual assets to cover thefinancial obligation, some or all of the character's assets may beliquidated and the proceeds distributed to the creditor(s).

Cancellation of the transaction may or may not prevent the playercharacter from receiving a penalty. For example, even if the transactionis cancelled, a fee may be imposed, the player character's physicalappearance may be altered, or some other penalty may be given to orimposed upon the player character.

The following paragraphs describe various methods and steps thereinaccording to additional embodiments of the present disclosure:

Establishing a Contract

a. Loan i. Player Character to Game Server 1. Receive virtual contractinitiation request including virtual cash loan amount from playercharacter 2. Determine contract obligations and conditions of loan 3.Output obligation and conditions of loan 4. Receive acceptance ofobligations and conditions 5. Retrieve or receive player credit cardnumber associated with player character 6. Activate and store virtualloan contract along with loan amount, obligations, conditions, limits(if any) and player credit card 7. Issue virtual cash loan amount toplayer character ii. Player Character or entity to Player Character orEntity 1. Receive, store, and output and post virtual cash loan requestfrom a first player character 2. Receive, store, and output response tovirtual cash loan request including obligations and conditions from asecond player character 3. Receive acceptance of obligations andconditions from first player character 4. Retrieve or receive creditcard associated with first player character 5. Create, activate andstore a virtual contract including obligations, conditions, and creditcard 6. Receive virtual cash loan amount from second player character 7.Issue virtual cash loan amount to first player character

b. Dividend i. Player Character (or Entity) to Player Character (orEntity) 1. Receive a request to sell shares of a virtual companyincluding a guaranteed virtual cash dividend per time period per shareamount from a first player character 2. Retrieve or receive a creditcard associated with first player character 3. Store request to sellshares including credit card and dividend information. 4. Output requestto sell shares 5. Receive a request to buy shares from a second playercharacter 6. Receive virtual cash payment for shares from a secondplayer character 7. Distribute virtual cash payment for shares to firstplayer character 8. Receive shares for virtual cash payment 9.Distribute shares to second player character

c. Finance Option i. Player Character to Game Server 1. Receive requestto purchase an in game item with virtual cash from a player character 2.Generate and output one or more virtual offers to finance the itempurchase that includes a number of virtual cash payments at a specifiednumber of time period intervals 3. Receive an acceptance of a financeoffer from the player character 4. Retrieve or Receive a credit cardassociated with the player character 5. Establish and store financingcontract including the virtual cash payment amount, the number ofpayments, the dates for each payment, and the credit card information.6. Output virtual item to player character. ii. Player Character toPlayer Character 1. Receive and post a request from a first playercharacter to sell a virtual item, including a virtual purchase price andone or more finance option packages that include a finance paymentprice, a total number of finance payments, and a schedule of when thepayments are due. 2. Receive virtual item from virtual account of firstplayer character 3. Receive a request to purchase the virtual item froma second player character including an agreement to purchase the itemwith a finance option package. 4. Retrieve or Receive the credit cardnumber associated with the second player character 5. Store request topurchase the virtual item with the credit card 6. Output virtual item tosecond player character account

d. Item Creation i. Player Character to Player Character 1. Receive,Store and

Output a request to assemble an in-game item, including at least one of(i) a virtual cash amount, (ii) a blueprint, (iii) in game naturalresources and game items necessary to assemble the item, (iv) adate/time of expected delivery, and (v) the agreed upon or expectedquality of the item or its constituent components. 2. Receive anacceptance of the offer by a second player character who has theappropriate skills necessary to assemble the item, including the priceand a time when the item will be complete. 3. Receive or retrieve acredit card associated with the second player character. 4. Store creditcard with accepted offer to assemble an in-game item.

e. Futures Contracts i. Player Character to Game Server 1. Receive avirtual offer to buy or sell an in game item or in game resource at aspecified later date and price, including an offer amount from a playercharacter 2. Accept offer 3. Retrieve or receive credit card associatedwith player character 4. Store credit card with offer 5. Receive offeramount from player character ii. Player Character to Player Character 1.Receive a virtual offer to buy or sell an in game item or in gameresource at a specified later date and price, including an offer amountfrom a first player character 2. Receive an acceptance of the virtualoffer from a second player character 3. Receive or retrieve a creditcard associated with the first player 4. Create, activate, and store avirtual offer contract including the credit card number of the firstplayer character 5. Receive virtual offer amount from second playercharacter account 6. Transmit virtual offer amount to first playercharacter account (less transaction fee if applicable)

f. Help with Solving a Mission i. Player Character to PlayerCharacter 1. Receive, store and output a virtual request for help insolving a virtual mission from a first player character including amission, a date by which the mission must be complete, an amount to payif the mission is completed and a penalty for not completing the mission2. Receive an acceptance of the virtual request from a second playercharacter 3. Receive or retrieve a credit card for both player one andplayer two 4. Store credit cards with request 5. Make request active 6.Determine if request was fulfilled by specified date 7. If request wasfulfilled charge virtual payment amount to first player charactervirtual account. a. If first player character virtual account cannotfulfill payment amount, determine real cash value for virtual paymentamount and charge real cash value to credit card or insurance policyassociated with first player character 8. If request was not fulfilled,retrieve virtual penalty amount and charge amount to virtual account ofsecond player character a. If virtual account of second player cannotcover virtual penalty amount, determine real cash value of virtualpenalty and charge real cash value to credit card or insurance policyassociated with second player character

g. Insurance Premium i. Player Character to Player Character 1. Receive,store and output a virtual contract to insure a particular virtual itemfrom a first player character 2. Receive an offer to accept thecontract, including at least one virtual insurance premium amount from asecond player character 3. Receive an acceptance of the virtualinsurance premium amount from the first player character 4. Retrieve orreceive a credit card for both the first and second player character 5.Activate virtual insurance contract and store credit card numbers withcontract 6. When virtual premium is due, charge premium amount tovirtual account of the first player character a. If the virtual premiumpayment cannot be taken from the virtual account of the first playercharacter, determine a real cash value for the virtual premium andcharge the real cash value to the player character's credit card ii.Player Character to Game Server 1. Receive a request to insure a virtualitem from a player character 2. Generate and output at least one virtualinsurance premium amount including at least one date when the premiumamount is due. 3. Receive acceptance of virtual insurance premium amount4. Create virtual insurance contract 5. Retrieve or receive a creditcard associated with player character 6. Store credit card with virtualinsurance premium amount.

h. Insurance Claim i. Player Character to Player Character 1. Receive avirtual claim on an virtual insurance contract from a first playercharacter 2. Determine if virtual claim is valid 3. If claim is valid,determine a virtual claim value based on virtual insurance contract 4.Determine a second player character who issued the virtual insurancecontract 5. Output request for virtual payment for virtual claim valueto a second player character 6. If second player character does not paythe virtual payment, determine a real cash value for the virtual claimvalue 7. Charge the real cash value to the credit card associated withthe second player character.

i. Shipping i. Player Character to Player Character 1. Receive a virtualitem to ship from a first player character including a present virtuallocation and a requested virtual location 2. Determine and output avirtual shipping amount, delivery date, and real cash penalty amount 3.Receive acceptance of shipping amount and delivery date from a secondplayer character 4. Receive or retrieve a credit card associated withsecond player character 5. Create shipping contract with virtual item,shipping amount delivery date, penalty amount, and credit card 6.Determine if item was delivered on or before delivery date 7. If itemwas delivered, charge shipping amount to first player character account8. If item was not delivered, retrieve penalty amount 9. Charge penaltyamount to credit card ii. Player Character to Game Server 1. Receive avirtual item to ship from a player character including a present virtuallocation and a requested virtual location 2. Determine and output avirtual shipping offer, including a virtual shipping amount, deliverydate, and real cash penalty amount 3. Receive acceptance of the virtualshipping offer 4. Receive or retrieve credit card associated with playercharacter 5. Deliver item 6. Charge shipping amount to player charactera. If player character cannot pay shipping amount, retrieve real cashpenalty amount and charge amount to player credit card.

j. Virtual Bank Deposit i. Player Character to Game Server (set upvirtual bank) 1. Receive a request to set up a virtual bank from aplayer character including one or more credit cards with correspondingcredit lines 2. Set up virtual bank with an allowed deposit limit equalto the corresponding credit lines 3. Receive an interest rate amount 4.Store interest rate amount with virtual bank ii. Player Character toPlayer Character (receive deposit) 1. Output a bank deposit offer from afirst player character, including a maximum deposit amount and aninterest rate 2. Receive a request to make a virtual cash deposit from asecond player character that is equal or less than the maximum depositamount 3. Determine if second player character already has an accountwith the virtual bank a. If not, set up virtual bank account for secondplayer character and deposit virtual cash funds Or b. If so, depositvirtual cash funds into existing virtual bank account associated withsecond player character 4. Reduce maximum allowed deposit amount byvirtual cash deposit

k. Taxes i. Player character to game server or player character 1.Receive request from a player character to become a member of a virtualentity or use a virtual service 2. Generate and output a tax amount 3.Receive an acceptance of the tax amount from the player character 4.Retrieve or receive a credit card associated with the player character5. Create a membership or permit including player character informationand credit card number

l. Adjudication i. Player character to player character 1. Receive andStore a determination of a virtual settlement amount to be paid by afirst player character to a second player character including a virtualcash amount and a due date 2. Receive or retrieve a credit cardassociated with the first player character 3. Store credit card withdetermination

m. Breaking rules or hacking the game i. Player character to game server(initial agreement) 1. Receive request to create an account from aplayer 2. Output terms and conditions including agreement to chargepenalty fees to a credit card in the event of rule breaking or hacking3. Receive and store acceptance of terms, player information, and playercredit card information

Enforcing a Contract a. Loan, Dividend, Finance Payment, InsurancePremium ii. Player Character to Game Server 1. Determine that a virtualobligation payment is due 2. Charge obligation payment to playercharacter account 3. If player character account cannot cover obligationpayment, determine a real cash value of obligation (including feesand/or penalties and fines) 4. Charge real cash value to player creditcard iii. Player Character to Player Character 1. Receive a complaintthat a first player character could not pay a second player character avirtual obligation payment 2. Determine if complaint is valid 3. Ifcomplaint is valid determine or retrieve a real cash value of obligationpayment 4. Charge real cash value to credit card associated with firstplayer character 5. Pay second player character the virtual obligationpayment (in real or virtual cash) b. Item Creation iv. Player Characterto Player Character 1. Receive a complaint that a first player characterdid not complete the creation of an item for a second player character.2. Verify that complaint is valid 3. If complaint is valid, retrieve areal cash penalty value associated with the item creation contract 4.Retrieve a credit card associated with a first player character 5.Charge real cash penalty value to credit card 6. Credit real or virtualaccount of second player character with penalty value (less applicablefees) c. Futures Contracts v. Player Character to Game Server 1. Receiveindication that player character could not fulfill futures contract 2.Retrieve or Generate a penalty amount 3. Charge penalty amount tovirtual account of player character 4. If virtual account cannot coverpenalty, retrieve player credit card 5. Determine a real cash value ofthe penalty amount 6. Charge amount to player credit card vi. PlayerCharacter to Player Character 1. Receive complaint from a first playercharacter that a second player character could not fulfill a futurescontract 2. Verify that complaint is accurate 3. Retrieve or generate avirtual penalty amount 4. Retrieve credit card of second playercharacter 5. Charge second player character the virtual penalty amount6. If second player character account cannot cover virtual penaltyamount, generate a real cash value 7. Charge real cash value to creditcard 8. Pay penalty amount (in real or virtual cash) to the first playercharacter, less any applicable fees. d. Help with Solving a Mission vii.Player Character to Player Character 1. Receive a complaint that a firstplayer character has not successfully helped a second player charactercomplete a mission 2. Verify complaint 3. If complaint is accurate,retrieve virtual penalty 4. Charge first player character accountpenalty amount 5. If first player character account cannot cover penaltyamount, determine real cash value of penalty amount 6. Retrieve creditcard associated with first player character 7. Charge real cash value ofpenalty amount to credit card e. Insurance Claim viii. Player Characterto Game Server 1. Receive a complaint that a first player character hasnot paid an insurance claim to a second player character 2. Validatecomplaint 3. If complaint is validated, determine real cash value ofclaim 4. Retrieve credit card associated with first player character 5.Charge real cash value of claim to credit card (plus applicable fees) 6.Pay real or virtual cash value of claim to second player character (lessapplicable fees) f. Shipping Item ix. Player Character to PlayerCharacter 1. Receive complaint that a first player character did notdeliver an item for a second player character 2. Validate complaint 3.If complaint is validated, determine a real cash penalty amount 4.Retrieve credit card of first player character 5. Charge penalty amountto credit card (plus applicable fees) 6. Determine a virtual cash valuefor the real cash penalty amount 7. Pay virtual cash value to account ofsecond player character (less applicable fees) x. Player Character toGame Server 1. Deliver a virtual item to a specified virtual location 2.Charge shipping amount to player character account 3. If playercharacter account cannot pay shipping amount, retrieve credit cardassociated with player character account 4. Determine a real cashpenalty amount 5. Charge penalty amount to player credit card g. VirtualBank Deposit xi. Player Character to Player Character 1. Receive arequest from a first player character to withdraw funds from a virtualbank account owned by a second player character 2. Determine if thevirtual bank has enough virtual cash to cover the withdrawal amount a.If yes, transfer funds from virtual bank account to first playercharacter account b. If no, determine a real cash value for thewithdrawal amount i. retrieve credit card associated with virtual bankii. charge credit card real cash value of withdrawal amount (plus anyfees) iii. transfer funds from virtual bank account to first playercharacter account h. Virtual Bank Interest xii. Player Character toPlayer Character 1. Determine that interest is due on a balancedeposited by a player character in a virtual bank account. 2. Calculatevirtual cash interest payment 3. Determine if virtual bank has enoughvirtual cash on hand to cover interest payment a. If so, make interestpayment b. If not, determine a real cash value of interest payment i.Retrieve credit card associated with virtual bank ii. Charge credit cardreal cash value iii. Convert real cash value into virtual cash anddeposit into virtual bank iv. Transfer virtual cash from virtual bank toplayer character bank account. i. Taxes xiii. Player character to gameserver 1. Receive or Generate indication that a virtual tax is due 2.Determine virtual tax amount 3. Attempt to charge tax amount to virtualcash account of player character 4. If virtual cash account can covertax amount, remove tax amount from account 5. If virtual cash accountcannot cover tax amount: a. Determine a real cash value of the virtualtax amount b. Retrieve credit card associated with player characteraccount c. Charge real cash value to player character account (plusapplicable fee) d. Convert real cash value to virtual cash amount anddeposit in virtual cash account of player e. Remove virtual cash amountfrom player character virtual cash account xiv. Player character toplayer character 1. Receive or Generate indication that a virtual tax isdue from a first player character to an entity controlled by one or moreother player characters 2. Determine virtual tax amount 3. Attempt tocharge tax amount to virtual cash account of player character a. Ifvirtual cash account can cover tax amount, transfer virtual cash amountfrom first player character virtual cash account to virtual cash accountof entity controlled by one or more other player characters 4. Ifvirtual cash account cannot cover tax amount: a. Determine a real cashvalue of the virtual tax amount b. Retrieve credit card associated withfirst player character account c. Charge real cash value to first playercharacter account (plus applicable fee) d. Convert real cash value tovirtual cash amount and deposit in virtual cash account of first playere. transfer virtual cash amount from first player character virtual cashaccount to account of entity controlled by one or more other playercharacters j. Adjudication xv. Player character to player character 1.Retrieve determination on due date 2. Attempt to charge virtualsettlement amount to first player character virtual cash account 3. Iffirst player character virtual cash account can cover settlement amount,transmit amount (less applicable fees) to second player charactervirtual cash account 4. If first player character virtual cash accountcannot cover settlement amount: a. Determine a real cash value for thevirtual settlement amount b. Charge real cash value to credit cardassociated with first player character c. Convert real cash to virtualcash d. Transfer virtual cash (less applicable fees) to the virtual cashaccount of the second player character k. Breaking rules or hacking thegame xvi. Player character to game server (infraction occurrence) 1.Determine that a player character has committed an infraction 2.Determine a penalty amount 3. Retrieve credit card associated withplayer character 4. Charge credit card penalty amount Locking playercharacter accounts and liquidating assets a. Determine that a virtualobligation cannot be paid with a virtual account associated with aplayer character b. Determine a real cash value for the virtualobligation c. Retrieve credit card associated with player character d.Attempt to charge real cash value of virtual obligation to credit carde. If attempt fails, lock virtual assets of player character account, f.Post and sell virtual assets on appropriate in game marketplace orexchange g. Retrieve virtual creditor list h. Determine % of playercharacter asset value due to each virtual creditor i. Transmitappropriate % of asset value to each virtual creditor

Generating warning message if virtual obligation cannot be met al.Determine that a virtual obligation cannot be paid with a virtualaccount associated with a player character b. Determine a real cashvalue for the virtual obligation c. Retrieve credit card associated withplayer character d. Attempt to charge real cash value of virtualobligation to credit card e. If attempt fails, output warning message toplayer character

Disabling selling virtual assets if Player Character has virtualobligations a. Determine a total virtual obligation amount for a playercharacter b. Set a minimum virtual asset limit for the player accountbased on the total virtual obligation amount c. Disallow selling of anyplayer character assets below virtual asset minimum.

Periodic check of credit card validity a. Determine that a playercharacter account has a virtual obligation secured by a credit card b.Retrieve credit card number c. Verify that credit card is valid and/orhas enough remaining credit to cover virtual obligation. d. If creditcard is not valid and/or does not have enough remaining credit to covera virtual obligation, lock assets of player character account equal tototal virtual obligation amount.

Credit card upselling during contract initiation a. Receive request toinitiate a virtual contract from a player character b. Output offer toregister for a credit card to secure the transaction c. Receiveacceptance of offer, including player billing information d. Submitcredit card application for approval e. If credit card application isaccepted, bind virtual contract with new credit card. f. If credit cardapplication is denied, output request to player character to use adifferent credit card to bind virtual contract xvii. Receive alternatecredit card from player character xviii. Use alternate credit card tobind contract

Credit card upselling during player set up a. Receive request to createnew player account b. Output offer to register for a credit card,including an upfront virtual benefit if offer is accepted c. Receiveacceptance of offer, including player billing information d. Submitcredit card application for approval e. If credit card application isaccepted, issue credit card, set up player account with credit card, andstore virtual benefit with player account f. If credit card applicationis denied, output request for alternate credit card xix. Receivealternate credit card xx. Set up player account with alternate creditcard

Providing a choice between virtual cash or credit card charge a.Determine that a virtual obligation of a player character is due b.Determine a virtual and real cash value of the obligation c. Outputnotification that virtual offer is due, including choice to pay forvirtual obligation with real or virtual cash xxi. Receive indicationthat virtual obligation will be paid with real cash xxii. Charge realcash value to credit card associated with player character account Orxxiii. Receive indication that virtual obligation will be paid withvirtual cash xxiv. Charge virtual cash value to player character virtualaccount

Real cash charge to credit card for virtual loan payment or rental a.Determine that a virtual obligation of a player character is due b.Determine real cash value of virtual obligation c. Retrieve credit cardassociated with player character d. Charge real cash value of virtualobligation to credit card.

Of course it will be appreciated that the systems methods describedherein are provided for the purposes of example only and that none ofthe above systems methods should be interpreted as necessarily requiringany of the disclosed components or steps nor should they be interpretedas necessarily excluding any additional components or steps.

The subject matter of the present disclosure includes all novel andnonobvious combinations and subcombinations of the various systems,methods and configurations, and other features, functions, and/orproperties disclosed herein. The invention is described with referenceto several embodiments. However, the invention is not limited to theembodiments disclosed, and those of ordinary skill in the art willrecognize that the invention is readily applicable to many other diverseembodiments and applications.

1. A method performed by a computer, the method comprising: providing,by a Video Game Central Server, a virtual environment that is accessibleto one or more players; receiving, by the Video Game Central Server,real world financial information from a player; maintaining, by theVideo Game Central Server, the real world financial information in aplayer account associated with the player; receiving, by the Video GameCentral Server, a request to incur a financial obligation from theplayer; providing, by the Video Game Central Server, the player with theoption to satisfy the financial obligation with virtual funds or realworld funds providing, by the Video Game Central Server, the player witha virtual price for the item, wherein the virtual price indicates thecost of the item in virtual funds; and providing, by the Video GameCentral Server, the player with a real world price for the item, whereinthe real world price indicates the cost of the item in real world funds.2. The method of claim 1 further comprising: determining that the playerdoes not have sufficient virtual funds to cover the virtual price; andpenalizing the player.
 3. The method of claim 2 wherein penalizing theplayer comprises using the real world financial information to receivereal world funds to cover the financial obligation.
 4. The method ofclaim 3 wherein the real world financial information includes a creditcard number and further comprising charging the real world fee to thecredit card.
 5. The method of claim 2 wherein penalizing the playercomprises altering an appearance of a player character associated withthe player.
 6. The method of claim 3 further comprising using, by theVideo Game Central Server, the real world financial information toobtain real world funds in order to satisfy the financial obligation. 7.The method of claim 6 further comprising locking, by the Video GameCentral Server, the real world price on the credit card.
 8. The methodof claim 6 further comprising using, by the Video Game Central Server,the real world financial information to determine if the player hassufficient real world funds to cover the financial obligation.
 9. Themethod of claim 8 further comprising determining that the player doesnot have sufficient real world funds to cover the real world financialobligation; and penalizing, by the Video Game Central Server, theplayer.
 10. The method of claim 9 wherein penalizing the playercomprises suspending the player's account.
 11. The method of claim 9wherein penalizing the player comprises liquidating one or more virtualassets owned by the player.
 12. The method of claim 11 furthercomprising distributing, by the Video Game Central Server, the proceedsof the liquidation to creditors associated with the financialobligation.
 13. The method of claim 12 wherein, if proceeds of theliquidation are not sufficient to cover the financial obligation owed tothe creditors, the method further comprises distributing, by the VideoGame Central Server, the proceeds of the liquidation in ratio to theobligation for each creditor compared to the total outstanding balance.14. The method of claim 12 wherein, if proceeds of the liquidation arenot sufficient to cover the financial obligation owed to the creditors,the method further comprises distributing, by the Video Game CentralServer, the proceeds of the liquidation in a priority order.
 15. Themethod of claim 14 wherein the method further comprises receiving, bythe Video Game Central Server, payment from a creditor for the right tobecome a priority creditor.
 16. The method of claim 15 wherein thepayment is received at the time the player incurs the financialobligation.
 17. The method of claim 14 further comprising determining,by the Video Game Central Server, the priority order based on the datethe financial obligation was incurred.
 18. The method of claim 14further comprising determining, by the Video Game Central Server, thepriority order based on whether the creditor is a player character thatis controlled by the player.
 19. An apparatus comprising: a processor;and a computer readable medium in communication with the processor; inwhich the computer readable medium gores instructions which, whenexecuted by the processor, direct the processor to provide, by a VideoGame Central Server, a virtual environment that is accessible to one ormore players; receive, by the Video Game Central Server, real worldfinancial information from a player; maintain, by the Video Game CentralServer, the real world financial information in a player accountassociated with the player; receive, by the Video Game Central Server, arequest to incur a financial obligation from the player; provide, by theVideo Game Central Server, the player with the option to satisfy thefinancial obligation with virtual funds or real world funds provide, bythe Video Game Central Server, the player with a virtual price for theitem, wherein the virtual price indicates the cost of the item invirtual funds; and provide, by the Video Game Central Server, the playerwith a real world price for the item, wherein the real world priceindicates the cost of the item in real world funds.